Hi guys, thanks much for your help so far.
blackhornet your capx is very insightful and i learned something from it. It does solves the problem of having the sprite come into the screen and then starts firing for X amount of time. The sprite has the rotate behavior so the bullet patterns works the same as my current setup, in my above event screenshot i created another black square sprite called Enemy3bulletswirl and is set as invisible.
So the black sprite is the one rotating and firing the bullet instead of the actual ingame sprite.
The reason being if i were to give set Enemy3 (Ingame Sprite) itself as that or give it a rotate behavior then my enemy will be spinning even thou it does fires the swirl.
I have tried incorporating your events into mine in the attached above screenshot but it doesn't work, i'm not sure if this conflicts with the "pintoimagepoint" behavior which i'm using or the "moveto" behavior.
— LittleStain i think both of your suggestions are about the same and i tried to follow, up to the point where i don't really get it for — suggestion in point 4
4. In your second event, (System > Every tick), change the trigger from "System > Every tick" to "Enemy3.Firing is true".
I can't seem to find any option to get "Enemy3.Firing is True" the bootlean or any other option doesn't have that. I did went through all of the system events.
I'm really thankful for your help so far guys but i do would like to apologise if my questions seems too noob, i have learnt a lot while developing my game and am still learning everyday reading the forums